Proceedings of the 14th Annual Conference on Computer Graphics and Interactive Techniques 1987
DOI: 10.1145/37401.37435
|View full text |Cite
|
Sign up to set email alerts
|

Rendering antialiased shadows with depth maps

Abstract: We present a solution to the aliasing problem for shadow algorithms that use depth maps. The solution is based on a new filtering technique called percentage closer filtering. In addition to antialiasing, the improved algorithm provides soft shadow boundaries that resemble penumbrae. We describe the new algorithm in detail, demonstrate the effects of its parameters, and analyze its performance.

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
104
0

Year Published

1995
1995
2010
2010

Publication Types

Select...
5
4
1

Relationship

0
10

Authors

Journals

citations
Cited by 244 publications
(104 citation statements)
references
References 22 publications
0
104
0
Order By: Relevance
“…In order to prevent a mismapping, we adopt a render approach comparable to shadow maps [10], [11]. The main idea is to store the closest geometry portion w.r.t.…”
Section: Hidden Surface Removalmentioning
confidence: 99%
“…In order to prevent a mismapping, we adopt a render approach comparable to shadow maps [10], [11]. The main idea is to store the closest geometry portion w.r.t.…”
Section: Hidden Surface Removalmentioning
confidence: 99%
“…With PRMan, if you want a light to be shadowed, you need to use a light source shader which explicitly references a shadow depth map to determine if the light is shadowed from a particular point [11]. The user needs to compute this shadow map ahead of time by rendering the scene as a depth image from the point of view of each light source which casts shadows.…”
Section: ] # This Polygon Does Not Emitmentioning
confidence: 99%
“…Shadows can be found, as in Williams [12] and Reeves et al [13], using a zbuffer from the point of view of the light source, reconstructed as described above from the same precomputed views. Currently we have only implemented an infinite light source for the sun, using parallel projection in the reconstruction, but for other applications, a finite light source could easily be implemented using perspective projection.…”
Section: Normals Shading and Shadowsmentioning
confidence: 99%